Also on a side note, no offence to mazey but the mapcycle is in a very poor state at the moment, also there haven't been any new accepted maps recently. It might be good to have someone else do the map accepting.

On another side note, me and Franek have been working on improving the mapcycle, fixing mistakes in current maps, removing a few entirely and adding a few new ones including bringing back old fixed classics. It should be done tomorrow.

Hillo has to go imho, it just isnt a good map and doesnt have any interesting features to make it worthy of being kept. Beyond that, i would suggest a simple flip for @SJD360 's overdose map. Just to have blue on the left and red on the right(so that it follows with the teamswapping feature ingame). I have other issues but i think these 2 are the least contraversial

If you get set up in here it becomes practically impossible to hit you.

Issue 2: Exploitable camp spot

Reason 2:

You can cause the platform i'm standing on to fall and jump to the one on the right, making it impossible for knights to kill you and difficult for archers. Even without collapsing this platform though it's still very difficult to get to the right when someones on it without them whacking you off.

Really I don't see it as a big problem, if the game lasts too long people next map it or the timer makes it a tie. I wouldn't change anything about that kag-soldat map

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If pressurecooker had to be changed because of people camping in the water then this map needs to be fixed because of these camping spots, as they're abused more commonly than you'd think.

My changes also really don't influence how the map is played other than removing two obnoxious camping areas. In all my time spent playing TDM nobody has used either of these areas in a manner that isn't to antagonize the server.

Even archers have an insane amount of difficulty killing people in these spots and can just as easily be whacked to death or given an ez jab to cancel their triple shot. The majority of people who use the spots (Spot one in particular) are knights and can block the arrows (a shotgun is also really hard to perform properly in these situations.

I don't know why you're so opposed to a camping spot fix for this map. This does nothing but benefit TDM players who want to get their matches moving.

I don't know why you're so opposed to a camping spot fix for this map. This does nothing but benefit TDM players who want to get their matches moving.

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Because the whole point of the map is to be just like the soldat map, changing something like that platform would mess it up (for me), I think a better solution than just getting rid of it is to make it harder to collapse

Because the whole point of the map is to be just like the soldat map, changing something like that platform would mess it up (for me), I think a better solution than just getting rid of it is to make it harder to collapse

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Functionality comes before the soldat nod, I'd rather have a higher quality mapcycle with less camping spots than have it be exactly like a map from a completely different game. It's a KAG map and therefore should follow KAG's gameplay and adapt to it.

Making it harder to collapse doesn't solve the camping issue, all it does is make it so that knights have a chance to get on the platform. Which is easily negated by the fact that the knight on the platform can just whack them off. (Also if you look at my edit I don't get rid of that collapsible platform, I just get rid of the one right below the floating islands which is the actual source of the problem.)

I've only edited around 14 blocks. Does that really completely change the maps resemblance in any way significant?

Functionality comes before the soldat nod, I'd rather have a higher quality mapcycle with less camping spots than have it be exactly like a map from a completely different game. It's a KAG map and therefore should follow KAG's gameplay and adapt to it.

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Not every map in the cycle needs to be high quality and i think the point lava was really making was that the artistic value of the map is much more important than camper-proofing. I kinda have to agree with that for your second point because the left is perfectly fine(only 4 blocks to cross to get to the floating area), while the right is too far apart. The real fix would be to move it closer but that would ruin the uneven aspect of the map. There's also things like underground grappling camping from archers that are 10x easier and more annoying for players to deal with. Here is my example that will ring this point home:

Camping the top on this map ruins the game, but the main selling point of the map is the cool trampoline rush/fight to the top. If someone camps the map is ruined, just like with skyforthiggins, but if you change it you are changing what makes the map cool. Completely removing those underspawn spots would remove an aspect of skyforthiggins that makes it what it is(an artistic aspect). As for the change to the little campzone for issue one, that edit is small enough where it solves a problem but doesnt remove a main feature of the map.

Making it harder to collapse doesn't solve the camping issue, all it does is make it so that knights have a chance to get on the platform. Which is easily negated by the fact that the knight on the platform can just whack them off. (Also if you look at my edit I don't get rid of that collapsible platform, I just get rid of the one right below the floating islands which is the actual source of the problem.)

I've only edited around 14 blocks. Does that really completely change the maps resemblance in any way significant?

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The justification for this change is relevant to GurinTDM1. Im not interesting in removing a cool feature just because it can be heavily abused, if it has some value. Players arent really op in the island under spawn, the aggressor there is just at a disadvantage. That is an iffy aspect but it isnt inherently terrible.

yes it does, all that hanging dirtbackwall will just look stupid and tdm players will immediately notice what is missing.

As for the change to the little campzone for issue one, that edit is small enough where it solves a problem but doesnt remove a main feature of the map.

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At least we can both agree on this one. While I still think that the second spot should be changed it's not that big a deal to me and I can see that you guys do care about those areas (for whatever reason.) so I'll let it go. BUT the first one is a no no, and has to go go.

Sorry I meant to refer just to the look of it. Let me rephrase:
Aside from how they play, aren't we meant to judge maps based on their look in-game rather than from their .png? Therefore, shouldn't it become mandatory for posts to include in-game screenshots?